Played a bit of Remix tonight, my thoughts

Was going to do a few dungeons, but only did 1 due to tank shortage (I’m heals).

Dungeons feel like MoP Remix at least, you steamroll them. The tank was a Demon Hunter and he was doing DH only shortcuts more or less soloing the dungeon while the rest of us were playing catchup.

XP feels too slow. I know it ramped up in MoP Remix, but you don’t get XP loot from bosses anymore, and I got like 6 or 7 bars of XP from a full dungeon at level 13. That’s way too slow for a Remix event imo.

MoP Remix had dailies for at least dungeon and raid that I can recall. Those seem to be gone in this, unless I’m missing something.

I don’t think there should be content timegating. MoP Remix you had access to all dungeons and raids pretty quickly, it gave you a lot of stuff to do for progress from the getgo, and also let you maximize rewards. Also, you can’t buy cosmetics tied to content that hasn’t been released yet, so those rewards are also timegated. That sucks.

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Keep in mind, they drastically buffed XP after 70 which takes a huge chunk of time despite only being 10 levels. So presumably, leveling should feel much more smooth from 1-80 instead of having a massive slowdown at 70.

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OP sais at lvl13 he didn’t even get half a level from a full dungeon… your response is “but after level 70, it gets easier!” … If you haven’t done already, I would submit that resume to blizzard cause you have what they are looking for.

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Yeah, I did do another dungeon, leveling just feels too slow right now. I don’t know why they removed XP loot from bosses, which MoP Remix had. MoP Remix also had those threads or something you got that increased XP gain, and you got those from every boss as well. Unless I’m misunderstanding something, you don’t get XP rate gain loot from bosses right now in Legion Remix either.

It should at the very least be like Timewalking in Retail to begin with imo, where when leveling through Timewalking you are pretty much guaranteed 1 level per run.

I also remember in MoP Remix, the last 10 levels were painful, due to the way scaling worked, you just got way weaker and could actually die, you also did a lot less DPS so had to hope you got grouped with either max level players who had already grinded a bit, or people below the last 10 levels, to still be able to speed through content. It was part of the reason mailbox leveling (not looting the XP gain from bosses, letting it all go to your mail, then opening all that XP gain loot at like level 50 or something and hitting max level, so skipping the scaling issue) was the way to go in MoP Remix. And there was a boss I couldn’t loot in the 2nd Legion Remix dungeon I did, and none of its artifact power loot went to mail. So I think that needs to be addressed.

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What I’m curious is how the hell do you get a dev who designs/tunes the remix event to be pretty damn good to then have them leave and get a new dev who decides to remove all the exact things that made it a hit.

Basically all the work was already laid out and why players liked it overall to the come in and introduced all the things players dislike in a remix event that it’s on a timer. :joy: You cant be this dense.

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I think when you get a new lead dev, they can maybe want to do things their own way because they want to make their own kind of impact. It might not be as satisfying to just copy-paste someone else’s concepts to a new skin of the same idea. But in this case, I think that’s all people want, myself included. Right now, it seems more like Classic + Remix in a blender than pure Remix, based on how little I’ve played.

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Wasn’t the original reason for remix to be a fast paced content where you can get stupid powerful almost akin to those roguelites, have crazy buffs and also collect mogs and have multiple alts, it falls flat if you’re not able to do that freely with no walls.

Idk it just feels like the new lead dev has their misconception of what remix is suppose to be.

Also using this as a test ground for classic legion is extremely disingenuous, there’s other ways to test this out.

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I get the feeling they don’t want people to do mass hyperspawn farms cause “ThATs NoT hOw YoU PlAY ThE gAmE”. Bruh. We’re gamers. It’s our natural instinct to find things that break and exploit as early as we can for maximum benefit. Shouldn’t get in trouble for that or bar us from enjoying what we love to do. Farm adds for power.

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While this is a true statement, can you not see the real problem?

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Being OP in terms of power and XP gained is the crux of what made MoP Remix as successful as it was. 6 bars of a level for a full dungeon clear at level 13 sounds like Chromie Time Legion dungeon clears at level 13 and not Legion Remix.

Not good enough on Blizzard’s part.

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Blizzard is a revolving door unfortunately the old dev that designed pandaria remix has left the company and the dev who is currently designing it only started in DF and wants to make his mark at the expense of players.

I’ll avoid saying any more because blizzard is very unhappy when you comment on their devs despite them running their mouths all over discord.

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Should only be communicating through official channels anyways in regards to feedback.

I miss CMs and PR people that actually spoke to us. I don’t expect to hear from the devs directly often, but having a person come out and talk to the community in a situation like this is needed. The whole community is unhappy, and in agreement. It isn’t just a small group, it’s everyone that cares enough to test their game.

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It comes off as really unprofessional as well. Players are giving feedback and devs sit around in discords posting all day long telling them they’re wrong or that its simply too difficult to balance it.

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The fact that balancing anything is even a concern for designing a Remix event is just depressing. The whole point of MoP Remix was that it was like this temporary vacation from the challenges of the normal game, an opportunity to cut loose and actually see what the game would look like if we could push our characters’ stats cartoonishly beyond normal sane limits.

As long as it’s “balanced” in the sense that players aren’t getting demolished by everything right out of the gate, it’s all fine. But that’s pretty synonymous with “playable” to me.

It was fun precisely because it was temporary and completely bonkers. Retail wouldn’t be fun if it was like this all the time, even assuming it only applied to PvE content. That’s why Remix doesn’t come around on a monthly basis, it’s special. Break the normal rules of game balance, revisit a cherished old expansion, collect everything you ever wanted from it in a far easier method than normal, and enjoy engaging in a deliriously giddy power fantasy along the way.

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I wanna know what their actual intent is.

Are we getting limited due to phases?
Are we getting limited due to this being your intended power level that we play at?
Are we getting limited because you don’t want us to solo 1-shot bosses?
Is the intention to bring something new each phase that will buff our power levels, a little bit like the Light & Shadow thing at the end of Legion on Argus?
Do you just want progression into super OP to be slower?

But it’s not like we can leave proper feedback on it either without knowing their intentions.
Lets assume the intended power level is like this because they want the first Phase, Emerald Nightmare phase, to feel a bit slower so people have time to level to max bla bla bla, right.
Then the feedback will be vastly different and be able to be framed incredibly different compared to if this is the intended power level we are supposed to have when we are on Argus as well, 4-6 weeks into Remix.

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Someone pointed out to me that the intent may be to implement the Artifact Knowledge system as a means of increasing the rate of progression over time. It’s an idea so obviously misguided that—knowing Blizzard—it’s probably accurate.

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Main character syndrome.

Probably true - this is Blizzard after all, and it sure seems one of the first things they make sure every dev understands is how to gate content.

Add in the comments from one of the devs in Discord about wanting everyone to contribute equally, and it seems like the plan is to just throttle progression at the start and then slowly let it creep upwards while using something like AK to allow players to catch up.

Of course this begs the question of ‘why play the first month or two then?’.

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Precisely the issue. When you start discussing “Well don’t worry, 2 months in you’ll get hit by Artifact Knowledge and you’ll be getting like 10x the power gains of before” my first takeaway is “Why slog through the first awful 60 days when I can just unsub for that time, save $30, then come back and catch up to those first 60 days in 6 thanks to the 10x boost?”

Being weak in a remix is not fun, at all. I am not missing anything about the experience by waiting 2 months to start. Can’t FOMO me with “But you missed out on 2 months of not being able to solo anything!”

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